NamePrerequisiteDescription
Boulder TossWield Elements, Druid 10thWhen using Wield Elements to deal earth damage your throw boulders at your target increases the damage dealt from 1d6 to 1d10. All attacks with this deal Bludgeoning damage and your thrown attacks through Wield Elements using this talent target normal AC instead of touch AC.
Enduring TransformationTransformation Spell, Lingering Transformation Talent, Druid 3rdWhen spending a spellpoint to allow transformation to last without concentration, the druid may spend an additional spell point to allow it to last for 1 hour per BCB.
Fiery PlantlifeGrasping Vines spell, Fire Affinity, Druid 8thYou may spend an additional spellpoint when casting Grasping Vines to cause the vines sprouted to be lit ablaze, dealing 1d6 fire damage to any creature who begins their turn within the area.

When applying this talent to grasping vines it gains the Fire keyword in addition to the Nature keyword, requiring the fire affinity and nature affinity talents to cast.
Instant IronwoodInstant Armor, Druid 8thWhen casting the instant armor spell the druid may cause the armor to become ironwood armor. This armor still lasts the normal duration of instant armor, rather than the duration of ironwood. Instant ironwood does not gain the benefits of a root power, but gains all the other benefits of ironwood.

If the druid spends an additional spell point when casting instant ironwood they may allow the ironwood armor summoned with this spell to also grant the benefits of a single root power; if used to reinforce existing ironwood it may allow a druid to benefit from two root powers at once fur the duration of the instant armor spell, or until the ironwood is destroyed.
Thrashing VinesBlack Tentacles Spell, Grasping Vines Spell, Nature Affinity, Druid 10thYour black tentacles may be summoned instead as large vines or tree branches. You may apply any feats, talents, or abilities that apply to your Grasping Vines spell to your black tentacles spell.

When applying this talent to black tentacles it gains the Nature keyword and loses the dark keyword and only requires the nature affinity talent to cast. Talents that call for an effect on a successful save attack occur on a successful combat maneuver check with the black tentacles spell.

When using this talent your black tentacles are subject to the same restrictions on where they may be grown as the Grasping Vines talent.
Venomous ThornsGrasping Vines, Thorny Vines, Druid 6thThe druid may spend an additional spell point to use a single dose of poison as part of casting Grasping Vines, doing so consumes the dose of poison. Creatures damaged by the Thorny Vines talent are subject to any injury poison used as part of the casting of this spell. If a contact poison was used, creatures damaged or simply entangled by the spell are subject to the poison. Once this spell has dealt damage a number of times equal to the caster’s casting ability modifier, the spell no longer applies poison on damage.
Volcanic RainAsh Rain, Fire Affinity, Druid 10thYour ash rain improves to volcanic ash. The distance for concealment is reduced to 5 feet for concealment, and 10 feet for total concealment, in addition the constitution damage from a successful save attack improves to 1d4.
Wall of GeysersCreate Wall, Wind Wall, air Geyser, Druid 10thThe druid may spend 3 additional spell points to apply the effects of air Geyser to his wind wall spell. Creatures within the squares of the wind wall when it is created are immediately subject to the effects of the air geyser spell. Creatures who enter the square after the spell is cast are also subject to the effects of the air geyser spell. The wind wall still impedes movement and ranged attacks based on the wind severity level, lasting its normal duration.
Wave GeyserAir Geyser, Water Affinity, Druid 10thThe druid transforms the air geyser into a powerful blast of water changing the damage type of the spell from wind to water damage. The pressure of the water becomes deadly, capable of slicing through even the thickest of metals. If your CMB check only fails by one degree or less the creature still takes full damage from the spell, and 50% additional damage on a success. If this talent is combined with pressure blast the creature still takes full damage from two degrees of failure, 50% additional damage from one degree of failure, and double damage from a success.

When applying this talent to air geyser it gains the Water keyword and loses the Wind keyword and only requires the water affinity talent to cast.
WildfireAlter Flame, Druid 5thWhen moving a flame of medium size or larger the fire leaves behind a trail of flame behind it; regardless of the surface it is on. These fires occupy any square the fire had previously occupied with each square hosting a medium sized fire that lasts for 1 round before it is extinguished, unless the square would contain proper fuel or material for the fire to spread and continue without the magic.
Withering TouchVampiric Touch, Druid 8thCreatures of the plant type take an additional 1d6 per 3 BCB damage from your vampiric touch talent.